Back to the Village for Some Fresh Air (Part VIII) – END

Hello again!

Finally, I’ve finished all Village area refinements. What does this mean exactly? This entire section finally received all needed 3-D, lighting, and effect adjustments, just like Castle section. So, the Progress Table now is accurate when it says the Village section is “complete.” (When we created the table originally, we didn’t know that we’d be able to make these additional kinds of corrections, so instead of creating a more complex table, we simply left it as it was.)

What’s in this update:

  • The night-time lighting on the character models is a little more realistic (I really enjoyed a lot calibrating these lights!).
  • I also made Leon’s flashlight light 100% white. It was yellowish but —correct me if I’m wrong— flashlights usually use Xenon or LED bulbs, which cast white light…
  • You’ll also notice in the screenshots the typical reddish tone removal. So, everything looks slightly cooler, like in the original GC/Wii versions
  • I’ve improved hundreds of 3-D models in every possible way: remapping, improving models, location corrections, and other slight adjustments…
  • Some texture improvements here and there

What’s next:

Right now I’m working on a way to optimize the file structure of the game. People who are into modding already know that every single room pack contains ALL the item textures. For example, the green herb texture is inside every single room’s pack file (along with all other pickup-able items). However, there is a way of including just one instance of those textures in another pack file, and then make the 3-D model to call the texture from *that* pack file instead of calling it from the room pack file. We would then be able to replace all duplicates with dummy 4×4 pixel textures. This would reduce the total final pack size by a few hundred MBs!

So, I think I’ll also take the opportunity to revise all of the item and treasure textures and models (if needed). Let’s see if we also can replace the low-poly item model versions from Leon’s case with hi-poly models. Right now the game crashes when we replaced one of the models included inside the ss_pzzl.dat file, but we should be able to find a way to avoid this problem!

Have a great week!

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148 Responses to Back to the Village for Some Fresh Air (Part VIII) – END

  1. NEGAARMAX says:

    Esta iluminación si se ve realista.
    Espera poner todos los items de los niveles en un solo pack, eso me hubiese sido util hace un año :,v
    De igual manera eso sera excelente, ademas de que me permitirá en un futuro hacer un update.
    Muchas gracias, sigan así.

  2. Michelchel says:

    Thx a lot for your great work and passion ! Can’t wait for the final release to start all over again, with such an improved version eventually <3

  3. IlDucci says:

    No estoy seguro de si se debería cambiar la luz de la linterna de amarilla a blanca. Sí, cierto, ahora existen los LEDs y las luces de xenon… ¿Pero hace una década, en la época en la que está basada el juego, existían?

    • Cris says:

      Thanks for the comment! Yes, LED flashlights were introduced as far back as 2001, and xenon bulbs were around well before that and were the most common, especially for more “professional” use.

      • Toni O. says:

        In my childhood, (1980’s) most flashlights even had small regular light bulbs, with the classical yellow color. 🙂 But for 2004, where the game plays, it should be Halogen or LED. Halogen would be slightly yellowish.
        LED also isn’t necessarily pure white, but warm white is rather uncommon.
        I think pure white is a good choice. It also creates this special atmosphere. A lot of contrast and a kind of bleached appearance. Fits well into a horror game imo.

  4. Suckable_Lemon says:

    Great work. Particularly the revision on the big farm doors. Really captured the dirty, worn look of the original texture. If you are going to touch up the castle any more, I noticed this in the very first area:

    (torch lit)
    https://imagebin.ca/v/3HVTyhIQW9GZ

    (torch extinguished)
    https://imagebin.ca/v/3HVTcDYSkxGh

    I think the light from the torch doesn’t act very naturally here. It illuminates the wall on the left but stops at the seam between that wall and the small inner section. Perhaps you could change it so the light reaches both walls?

    • albert says:

      Thanks for the feedback and screenshots!
      Yes, this “issue” is all over the game. the more you look for it, the more instances of the same problem you will fins everywhere.
      It’s all because of how the models and its vertices react to the lights, and it would be realy difficult and time consuming to calibrate every single polygon in a way the light reacts uniformly. It would be needed to remodel and remap the entire thing :/
      So, we only touch up the instances this issue is really distracting.
      Anyway I’ll keep the screenshots just in case I come back to this room and then I’ll take the opportunity to see if this particular case is easy to fix.

      • Suckable_Lemon says:

        Thanks for taking it into consideration. Even though this is a common problem like you said, it hasn’t stood out to me so much in other areas where it occurs. Perhaps, if you have time of course, only the most noticeable instances of this problem could eventually be corrected.

  5. Amazing as always, incredible work. Is the Village release also updated now?

  6. Tatacloud says:

    Siempre me maravillo de ver los avances que tienen.
    Gracias por el update y como siempre, apoyando su trabajo desinteresado.

    Saludos desde Chile!

  7. Dan S says:

    Could you quickly comment on the status of the Island revisions? Are you releasing this Village update first, and doing the Island later, like in a couple months or something along those lines?

    I’m right at the end of the Castle chapter, I don’t wanna have to go back to the “original” HD textures lol. Although, I did not actually truly get to play through the Village update….just as that was released I had reached the Castle! I did fool around the with the beginning though in a New game, but didn’t feel line restarting just then.

    • albert says:

      Sorry but we have no idea about future updates right now…
      We are still working on Island section of the game. Thanks for the patience!!

  8. HawkX says:

    This is really amazing! 🙂

    Haven’t played this game since the gamecube days… been waiting for the 100% finished version of this mod to play it again… got the game on steam (feels like forever ago), tried it once, but put it on the side until this amazing project is done 🙂

    Thank you for all the effort you are putting into this!! Really hope you see it to completion! 🙂

  9. Anthony says:

    Hello. I’m very impressed with your work. it’s great. Are not you afraid to break the atmosphere by changing the color or lighting of objects (the color filter in general)? Thank you.

    • Alvare says:

      Must say. The small gravel road towards Mendez looks more cold and sinister than the original.

    • albert says:

      Thanks!
      I’m trying to not deviate too much of the original if possible. In fact, I’d say it would be hard to tell the colour and lighting differences without the comparison shots.
      Keep in mind one of the things I’m doing (removing the overall red tone in certain rooms) make the game to go back to the original GC/Wii colours.

      • Toni O. says:

        I actually had the same thought as Anthony.
        Have to admit, that I never played the gamecube version.
        My first playthrough was on PS2, later on PC.

        But when googling for pictures of the gc version, I don’t see that much of a difference in the color scheme to be honest.
        I understand that the “removed filter” is mostly a side effect of all the adjustments and corrections.
        But it still changes the overall mood to some degree. I think some of the weird settings were on pupose.
        Games oftenly were made like this back then, because of the limitations.
        They just trial & errore’d until the overall appearance was right.
        Some effects were created in unusual ways.

        An example: The creators of Final Fantasy 7 stated that it was made with playing it on a tube TV in mind. They used the scan lines to soften the edges. That’s why it looks worse on PC. And why Emulators have the scan line effect. (which doesn’t work very well actually)

        I think a tint can have a surprisingly great impact on the atmosphere of a game.
        It becomes more consistent and memorable.
        While the remake looks undoubtedly phenomenal and improves every single part of the game, it takes a bit of that old horror movie flair away.

        However, the many, many improvements add so much to the atmosphere that this is negligible.

        • albert says:

          Thank you for your thoughts!

          The removed filter is on purpose. It brings back the original GC colours. 100% same GC colours 😀
          As I mentioned in previous posts, the warmer tint is a porting process accident, a broken effect.
          So, the cooler tint is in fact the original tint (flashlight colour is another story…)
          And I’d say the difference is not that big unless you compare side by side, but we’ll include a colour gradient file that emulates that removed filter in case someone liked it 🙂

        • Toni O. says:

          Examples: the shack on the 7th pic. The bloom – or whatever is causing this – in the original adds a nice foggy and soft appearance. It looks like the air is dusty.
          Best example is the last picture. The original has this dark and foggy appearance.
          While the remake appears too bright for a night scene.
          To me, best would be a 50/50 mixture of both.

          The original IS a bit too reddish, but the strong tint makes it also appear “darker”. You can see less.
          I don’t know if you can add this without messing with countless corrections, but if you can, it would be great if you could make it a bit darker, and maybe add a little actual fog. If this is possible.

          • albert says:

            Don’t worry about the last picture! It’s just moving fog. I took the “before” screenshot when the fog was at max. density and the “after” one when it was at min.. But I didn’t touch that effect at all. So, you’ll get that 50/50 when you play the game 😛

            Unfortunatelly that effect in the 7th picture is broken (it’s the bloom effect comming from the bulb)
            It’s that effect that flickers in a weird way when Leon’s head or weapon gets near to that and it briefly disappears too when he moves quickly to the left or right, and the same effect you can see through walls and floors sometimes 🙁
            So, I had no choice but to replace it with another kind of bloom effect. It’s true the new one doesn’t look the same but the broken effect was really distracting a lot of times…

            https://youtu.be/UqltkFbvCV0

          • Toni O. says:

            Oh, that’s great! It’s been a while since I’ve played it, I didn’t remember if there was actual moving fog, or if it was another pseudo-foggy lighting/filter effect.

            About the bloom – you’re right, it’s better like this. It was really distracting.

          • [ROLO] says:

            @albert: that new bloom looks awesome, you did an excelent job there 🙂

          • albert says:

            Thank you! That new effect has a lot of potential!

  10. Kris says:

    Are you guys wizards?
    If so, can you teach me magic?

  11. BG says:

    Yeah I dunno about changing the color of the flashlight hue. I think the warmer light might be more atmospheric. (Plus I just tend to prefer warmer colored light in general.)

    • albert says:

      When I first noticed that light was Leon’s flashlight my first reaction was: “Why is it yellow??”
      But the ultimately the reason is it’s not always yellow. There are a few areas in the game Leon’s flashlight is white…

    • DSTORQUE says:

      I’m also kinda fond of the yellow tinged flashlight. It gives a darker vibe and makes things less clean looking. As for flashlights being yellow, I kind of feel like this is one of those “cinematic trumps realistic” deals. It’s not a make or break thing for me, but it is worth mentioning nonetheless.

      • albert says:

        We’ll take all points of view into consideration! As I mentioned, I wanted to unify all the game flashlights because there are some areas the flashlight casts white light.
        But if the proportion of “yellow flashlight fans” is huge I’ll probably rethink it and make them all yellow. But right now I’m against this option.
        Greetings!

      • Toni O. says:

        Of course a warmer light is more cozy. I’ve replaced all the light bulbs in my home with LED light bulbs, where you can set the color temperature.
        Even for my lantern (I’m kind of an outdoor guy) I have choosen a model where you can change the temperature.
        White is best to find the way, warm is best to chill.

        I think neutral white is the best choice in this case. I don’t agree about the darker vibe – to me it’s rather vice versa.
        I find a white flashlight more sinister.

        While I totally agree about the importance of cinematic color tricks, I don’t think that a yellow flashlight is quite one of them. It depends on the setting. Would fit for a game that plays in the 70’s or so.

        A slightly warmer tone would also be ok. But it shouldn’t be yellow imo.

        • Toni O. says:

          (I’ve already made a post for a white flashlight – don’t double-count it.
          It’s not meant to raise the counter, but to add some thoughts about it)

        • albert says:

          I must say I see it the same way.
          It’s true the proportion of white-yellow lights is 20-80% and aonother reason I choose white as the uniformity colour is because pale tones look scarier to my eyes.

          • BG says:

            Thinking it over, the yellow might just look better in the earlier areas which use a heavy amount of browns. The white light may indeed look better in the later grey-heavy areas.

  12. aymj says:

    Keep up the great work !
    I liked that yellow flashlight though haha

  13. metroidguy says:

    Increadible update as always, though I hope you’re not promising anything with the case items… really complicated stuff I’ve seen lol

    • albert says:

      Yes, it seems the 3D models have a filesize limitation.
      For example, the first aid spay original model is 4KB. I can replace it with a 6KB model (rounder bottle) but if the new model is 7KB the game crashes.
      So we’ll probably only slightly improve the models in Leon’s inventory. But there’s no limitations with the textures. So, the overall look will be much better 🙂

      Strange as it may seem, only Leon inventory has this limitation. So, Ada and the other extra games inventories has no polygon limitations.

  14. Alvare says:

    Why 4×4 though? Why not 2×2? I mean correct me if I’m wrong but if it can be divided by 2 it’s fine. Optimising file structure is a fantastic idea and I think it’ll shrink down the filesize as well as decrease the section loading duration.

  15. Jack Fox says:

    Awsome! Flawless as ever. Can’t tell you how excited I am!

  16. sean says:

    My biggest complaint with the village demo was how flat/smooth and clean thw wood textures were, and you have done an excellent job restroing the gritty feeling to the new improved wooden texures! For some reason there is still a spot or 2 (at the 2nd gigante fight) where the wood pillars seem a little clean or flat, but its such minor thing I cant even complain about it because I would not notice if it wasn’t for the direct side by side comparisons

    I love the lighting fixes. The lighting in the HD remake is really bad, and you have improve it so much its crazy, even the little touch of making rain work even when under a roof!! Personally, I think leons flashlight looks SOOOO much better as white, it sort of makes it feel almost as if its moonlight, which works perfectly in this game. The yellow light felt like sunlight or even light from a fire, which never seemed right to me

    Other things look amazing, like the door where you put the eyeball in to unlock the door, I cant believe how much detail you were able to add!!! cant wait to see this finished! It feels like were starting to get really close now 🙂

  17. C. says:

    Hello, for those of us that prefer or enjoy the warmer color timing will we get an option for this? I really think it would be nice if at all possible. If not oh well I guess.

  18. jayacheess says:

    Is this update available for download anywhere? I downloaded the village pack currently available in the Releases section and it didn’t include any of these updates.

    • albert says:

      Hello! It’s not available yet.
      We still haven’t think about future releases but we’ll announce it in advance when we decide about them.

    • [ROLO] says:

      There are only the Village (without this new 3D models and even better textures), and the Castle preview packs. It seems you haven’t downloaded the Castle pack, you can add that too.

  19. Leon Vendetta says:

    This is the first time m commenting guys 🙁 but that doesnt mean i come here by chance 😉 ive seen the work from very beginning and it was my daily routine to check out the epic graphical upgrade to my favourite game, i was just afraid to comment here what i like but now seeing its blooming as i ever wanted i cant stop myself:)
    I know u guys are bored of great job ,amazing work etc .,so i will not say that but for what u guys have achieved i think its a BRILLIANT REMAKE to be shown at E3 or Gamescom:)
    .
    .
    Love u guys ♥♥♥

    • albert says:

      Thank you for taking the time to send us these lines! And for following us from the beginning (and your infinite patience)!
      That would be great to see hehe
      We love receiving feedback from people so don’t hesitate sending any thoughts you have about our updates
      Greetings!

  20. Jonnyb0t says:

    Nitpick – the chains in the original RE4 had textures that specifically provided contrast to the environment – the developers and artists specifically intended for players to notice them – after all, most players were playing on CRTs, and likely with sub-optimal video connections (composite, S-video, etc.).

    With today’s high definition setups, this sort of signposting doesn’t need to be as blatantly obvious, but it should still be definitely be present for usability’s sake. Cris and Albert, take care to remember that RE4 wasn’t intended to mimic reality – it was intended to be a beautiful GAME. 🙂

    Love your work as always!

    • albert says:

      Thank you!
      I’m not sure I understand your comment. Could you provide some screenshots pointing it out?
      The chains are now fully 3D. They were simply 2D planes using a texture with an alpha channel before these edits. :^)

  21. z says:

    The changes you have made to the original revision are excelent

  22. Vick S. Bateman says:

    Last time i said the church was one of my favourite updates, well, i think i should now say that this is my least favourite of all.
    To me these changes, more than others, completely mess up Resident Evil 4 atmosphere.
    Main point of this “remaster”, what really set this apart from other mod and projects, was the fidelity to original.. but find after find, ligh source after light source, in this update the game doesn’t even look the same, and unfourtunately not for the better, for me.
    You’re very talented Albert (and kind, and humble), and you and cris are sort of heroes for me, but you’re not Mikami. If Studio 4 team chose those colours for flashlight, well that’s the color the flashlight should have in this remaster. There is an artistic reason behind, as you know, it’s not like texture resolutions of geometry or hardware limitations, this is how they wanted the game to look like and this is how it won on me and millions of players for more than a decade.
    I’ve followed this project every week for three years, but after seeing this update, read about “night eye calibration”, and seeing how much the look of the game has changed from “top tier art and atmosphere” to “HD cold reinterpretation”, i’m not so sure anymore.. and i am really, really sorry to say.
    I’m not even a fan of the over-sharpened wood textures.. a bit too contrast imo.

    Of course, this is just my opinion and i’m sure alot of followers from this project would disagree, but i felt the need to post.

    • Vick S. Bateman says:

      Forgot to say, contrast aside and only for some wood texture i saw, i can see alot of new textures in this update that are simply stellar, and much more faithful to the original. Incredible work on those, as usual.

    • albert says:

      Hi!
      I absolutelly understand your concerns and your point of view and I’d probably think the same way a time ago. In fact, I was surprised nobody else complained this much about these changes until now!

      But I’m seeing this game is full of slip-ups of all kind (and a few terrible messes) after years of modding it. And lighting is one of the areas of the game (if not the most) that is packed with inconsistences and mistakes of all nature. So, I never trust blindly the original anymore.

      If they placed some light in a position that –a priori– looks wrong for a reason, I’d like to know that motive. But the argument “If they did this way is for some reason” is no good for me. The creators are humans. Humans make mistakes. Humans with deadlines makes a lot of miskakes. Artists create pieces of art. Artists with deadlines create… what they can.

      But if someone points out the reason of some of the original light positions and colours we edited, we’ll have absolute no problem reverting it! 🙂

      And something else to take into consideration: How many people would be able to tell what’s exactly changed (or noticing any light differences at all) without the “before” screenshots?

      Also, there is no cold interpretation. I just removed a broken effect that made entire areas warmer in the HD ports of the game. Original GC/Wii was also cooler 😉

      • Hellboy. says:

        1) i think all look perfect.
        2) i prefer the flashlight with white color.
        3) Vick S. Bateman if you hate to much the lighting edit i imagine you can use only
        the texture files without any problem.

      • Vick S. Bateman says:

        @ “But I’m seeing this game is full of slip-ups of all kind (and a few terrible messes) after years of modding it.”

        I perfectly undestand that. But that’s also why feedback or debate when needed is important, i think. After workin for SO MUCH on something (i can’t believe how much have you’ve worked on this game, it’s literally insane), a different exterior opinion can be helpful sometimes.

        @ “And lighting is one of the areas of the game (if not the most) that is packed with inconsistences and mistakes of all nature. So, I never trust blindly the original anymore.”

        True, but it’s a Gamecube game. RE4 lighting has always been the most impressive and my favourite ever on that generation and maybe even further. Not because it’s accurate or realisic (it was for the time), but because it set a mood that’s perfect and unmatched, and i know for a gut feeling that that’s exactly the feeling they wanted to achieve, an overall look that’s set i stone for me.

        Upgrades on textures and 3D models? I owe you my life. Collision fixes? Oh god. Fire and torch improvements? Yes! Accurate light source when missing? Holy jesus!

        Candels with white light instead of original warm (and accurate) that help to set a particular mood? Not a fan of. Drastically change how characters are lit in the game? Mmh.. Changes on how lit an area should be? Not on this game, to me.

        This is an example.

        http://www.re4hd.com/wp-content/gallery2/0130-back-to-the-village-viii/V-VIII-R.jpg

        Look at Ashley for instance, HD Project looks like a “realistic” beefed up 128-bit era lighting, with all the limitations it haves. No GI, no PBR, no SSS and so on.
        The original on the other hand? That’s Resident Evil 4, a surreal, silent hill esque mood that combined with that music plays with your mind and that, simply put, looks beatiful and trascend technical limitations. Night time village it’s the high point of the game to me, in terms of everything visual.

        Or here.

        http://www.re4hd.com/wp-content/gallery2/0130-back-to-the-village-viii/V-VIII-P.jpg

        That’s not the same feeling. And i like the original more, that eerie and sick mood that i feel is lost here.

        Or this little thing.

        http://www.re4hd.com/wp-content/gallery2/0130-back-to-the-village-viii/V-VIII-G.jpg

        The added blue light is great, but the interior of that cabin completely lost that sort of haze that it had before and looks sterile in comparison.

        http://i.imgur.com/V7aktXY.gif

        I’ve added a fake shadow outside the cabin to maximaze the impact, but still..

        @ “If they placed some light in a position that –a priori– looks wrong for a reason, I’d like to know that motive. But the argument “If they did this way is for some reason” is no good for me.”

        I think alvare nailed it here:

        “I do truly believe the lights in the game were placed with intension of making everything look as good as possibly, not to look physically correct. Some artists place multiple point lights around a light source to create the illusion of light bouncing off surfaces you know. I’d do the same.”

        The point was not to be realistic, but to look beatiful and evoque certain feelings overall, and RE4 absolutely hit this mark with it’s lighting.

        @ “And something else to take into consideration: How many people would be able to tell what’s exactly changed (or noticing any light differences at all) without the “before” screenshots?”

        Unfortunately for me, i am one of those who would immediately notice everything, and it’s so sad.. i’m the kind of person who check how the pictures and videos look on a calibrated VT60 before post a comment, i’m the one who kept a Sony Trinitron to play the Biohazard on GB in all their glory, the one who spent like 6 hours on this knowing that no one would ever see it..

        http://i.imgur.com/BXiEuso.png

        I mean, lol, i’m cursed when it comes to this game and the feelings it gave to me.

        @ “Also, there is no cold interpretation.”

        Sorry if that sounded a bit harsh, i was refering to some changes made on the light from candels or similar instance on previous updates, other than the new flashlight color.
        I just can’t stand that flashlight just becaue of how big of a change it is to the overall mood.

        Anyway pics 5, 8 and 11 all looks absolutely perfect to me. And thank you for taking time to listen to feedback, as always. 🙂

        • Cris says:

          This is such a good conversation that I couldn’t resist replying! Some thoughts in response:

          “I perfectly understand that. But that’s also why feedback or debate when needed is important, i think. After workin for SO MUCH on something (i can’t believe how much have you’ve worked on this game, it’s literally insane), a different exterior opinion can be helpful sometimes.”

          Completely agree – this is exactly why we share progress and ask for feedback. We really do want it and we take all the comments into consideration. So please, don’t hesitate in the future to continue commenting! Many times this kind of feedback results in further revision, while other times it doesn’t, but it’s always helpful to process through.

          Thinking along these lines, the specific feedback you provided with the screenshots is excellent because it gives us the kind of information we need in order to determine which direction to take. We won’t always see eye to eye (for example, where you see surreal and Silent-Hill-esque, we may see a lighting effect that was incorrectly or inconsistently not applied in a particular area), but seeing things from your perspective helps us avoid the kind of tunnel vision we would have if we didn’t share regular updates.

          With regards to http://www.re4hd.com/wp-content/gallery2/0130-back-to-the-village-viii/V-VIII-G.jpg — you may have noticed in a different comment where Albert clarified that the original bloom effect is broken in that it flickers in a weird way when Leon’s head or weapon gets near to it (this is also a bloom effect that you incorrectly see through walls and floors sometimes. So, this was replaced with another kind of bloom effect. It’s true the new one doesn’t look exactly the same, but the broken effect was often really distracting. Here’s the example in video form: https://youtu.be/UqltkFbvCV0

          And re: http://www.re4hd.com/wp-content/gallery2/0130-back-to-the-village-viii/V-VIII-P.jpg — could you be specific re: why the original feels more sick and eerie? I ask because the only corrections I see are the removal of the reddish tint, which corrects an issue introduced in the HD ports and which restores the color tone to the GCN / Wii original, and correcting the direction from which Leon and Ashley are lit to be consistent with the light sources in the room. If anything, my criticism would be that the road texture itself isn’t gritty enough and that it therefore looks slightly too clean. 😉

          I know that in the end we may not agree all the time (for example, you’re much more likely to see everything related to the lighting as 100% intentional and done for artistic intent, which is a perspective we can’t share as much because of the number of genuine mistakes we’ve come across), but regardless always feel free to share this kind of specific feedback.

          • Vick S. Bateman says:

            @ “This is such a good conversation that I couldn’t resist replying!”

            And i’m so glad you did cris, thanks.

            @ “We won’t always see eye to eye (for example, where you see surreal and Silent-Hill-esque, we may see a lighting effect that was incorrectly or inconsistently not applied in a particular area)”

            I mentioned Silent Hill because Team Silent used light in similar ways in their games. And it works, when it comes to atmosphere and overall look and feel these jap games simply cannot be topped.

            @ “seeing things from your perspective helps us avoid the kind of TUNNEL VISION we would have if we didn’t share regular updates.”

            Exactly, i’m glad you get my point so perfectly.

            @”you may have noticed in a different comment where Albert clarified that the original bloom effect is broken in that it flickers in a weird way when Leon’s head or weapon gets near to it (this is also a bloom effect that you incorrectly see through walls and floors sometimes. So, this was replaced with another kind of bloom effect. It’s true the new one doesn’t look exactly the same, but the broken effect was often really distracting. Here’s the example in video form: https://youtu.be/UqltkFbvCV0

            Yeah, i’ve read that when i’d already posted twice. To me, in that video new bloom looks great, no sterile look whatsoever and it just looks better.

            @ “And re: http://www.re4hd.com/wp-content/gallery2/0130-back-to-the-village-viii/V-VIII-P.jpg — could you be specific re: why the original feels more sick and eerie?”

            Because that’s the Resident Evil 4 version of that spanish village. Simple as that. ^^

            @ “I ask because the only corrections I see are the removal of the reddish tint”

            And that tiny, little change on Leon’s flashlight. asd
            Sorry but really i can’t live with this change, to me it’s like turning Leon hairs to brown, literally. You can’t, c’mon, Leon flashlight sould be in the forbidden, “do not touch” territory.. asd

            @ “If anything, my criticism would be that the road texture itself isn’t gritty enough and that it therefore looks slightly too clean.”

            Well, now that you mentioned it.. ^^

            @ “I know that in the end we may not agree all the time (for example, you’re much more likely to see everything related to the lighting as 100% intentional and done for artistic intent, which is a perspective we can’t share as much because of the number of genuine mistakes we’ve come across), but regardless always feel free to share this kind of specific feedback.”

            Mmh, no. I don’t think that everything lighting related is 100% intentional or done for artistic purpose, but i do 100% think that flashlight color is one of the things that are.

          • albert says:

            Cris is much better with this kind of answers than me. My head always thinks in Spanish and it’s a challenge to offer good and understandable answers while I translate it all into English XD

            @ Candels with white light instead of original warm (and accurate) that help to set a particular mood? Not a fan of. Drastically change how characters are lit in the game? Mmh.. Changes on how lit an area should be? Not on this game, to me.
            @ Sorry if that sounded a bit harsh, i was refering to some changes made on the light from candels or similar instance on previous updates, other than the new flashlight color.
            I just can’t stand that flashlight just becaue of how big of a change it is to the overall mood.
            @ Mmh, no. I don’t think that everything lighting related is 100% intentional or done for artistic purpose, but i do 100% think that flashlight color is one of the things that are.

            But the fact some areas have white flashlight makes me skeptical about this.

            I didn’t change candels light colour. They all cast the original warm yellow-reddish light. Could you tell me the pictures you saw cooler candel colours? Maybe there’s an explanation for that or it was just a mistake I did.

            I edited character’s lighting but stage light has been only adjusted. The big colour overall change is caused by that broken red tone I removed. And the flashlight colour change is more noticeable because of that. Anyway, after all this discussion, I have the need of trying other not 100% white colours for the flashlight XD

            @ The original on the other hand? That’s Resident Evil 4, a surreal, silent hill esque mood that combined with that music plays with your mind and that, simply put, looks beatiful and trascend technical limitations. Night time village it’s the high point of the game to me, in terms of everything visual.

            I only see a weird and unfortunate choice of lighting on character’s models 🙁

            @ I’ve added a fake shadow outside the cabin to maximaze the impact, but still..
            http://i.imgur.com/V7aktXY.gif

            I love that shadow! I’ll add it for sure! 🙂

            @ I think alvare nailed it here:
            “I do truly believe the lights in the game were placed with intension of making everything look as good as possibly, not to look physically correct. Some artists place multiple point lights around a light source to create the illusion of light bouncing off surfaces you know. I’d do the same.”
            The point was not to be realistic, but to look beatiful and evoque certain feelings overall, and RE4 absolutely hit this mark with it’s lighting.

            I fully understand this perspective but I swear really don’t receive any feelings… I just see incoherent lights.

            @ Unfortunately for me, i am one of those who would immediately notice everything, and it’s so sad.. i’m the kind of person who check how the pictures and videos look on a calibrated VT60 before post a comment, i’m the one who kept a Sony Trinitron to play the Biohazard on GB in all their glory, the one who spent like 6 hours on this knowing that no one would ever see it..
            http://i.imgur.com/BXiEuso.png
            I mean, lol, i’m cursed when it comes to this game and the feelings it gave to me.

            Nice edits! I’m keeping this image because we still need to re-revise that room 😛

            Well… we’ve done hundreds of small edits I’m sure nobody will never notice it XD

            @ Anyway pics 5, 8 and 11 all looks absolutely perfect to me. And thank you for taking time to listen to feedback, as always. 🙂

            It’s always a pleasure to listen to constructive feedback!

            @ Yeah, i’ve read that when i’d already posted twice. To me, in that video new bloom looks great, no sterile look whatsoever and it just looks better.

            It’s a shame that effect is broken… I really loved it and I was amazed looking at that effect while playing REmake, RE0 and RE4 on the Gamecube.

          • Vick S. Bateman says:

            @ “Cris is much better with this kind of answers than me. My head always thinks in Spanish and it’s a challenge to offer good and understandable answers while I translate it all into English XD”

            I’m italian Albert, we share the same problem ahaha
            Can’t wait for Cris returns btw, i miss his updates and i hope everything is sorted now

            @ “But the fact some areas have white flashlight makes me skeptical about this.”

            Well, if it’s not the broken filter it has to be intentional.. it’s likely that they’ve done this to differenciate some areas, i mean it’s like 80% yellow and 20% white in the village, more or less?
            In my opinion it’s not a bad thing to have a rich and diverse looking game, room by room, but i’ve read that you wanted to make everything as coherent as possible and i understand that.

            @ “I didn’t change candels light colour. They all cast the original warm yellow-reddish light. Could you tell me the pictures you saw cooler candel colours? Maybe there’s an explanation for that or it was just a mistake I did.”

            You are right, it was the filter. I’m sorry, i was referering to pictures like this (though in the original candels aren’t even lit)

            http://www.re4hd.com/wp-content/gallery2/0122-preparing-castle-i/VR_04b.jpg

            Or this

            http://www.re4hd.com/wp-content/gallery2/0122-preparing-castle-i/VR_03b.jpg

            But yeah, it’s totally the filter. Can’t stop thinking that candels light could be a warmer though, more considering how the game appear now more cold than before. Gimme some warm somewhere. asd

            @ “Anyway, after all this discussion, I have the need of trying other not 100% white colours for the flashlight XD”

            Oh yes, please. 🙂

            @ “I love that shadow! I’ll add it for sure! 🙂”

            That’s awesome! I didn’t even tought this was possibile!

            @ “I fully understand this perspective but I swear really don’t receive any feelings… I just see incoherent lights.”

            Ahahah, that’s perfectly normal after a whole life working on something i guess. asd
            But remember the first time you played it.. remember those lightning casting shadows in the night, that rain and that bloom on torches all toghether at the same time.. you were there, in that village.
            And believe it or not, on me at least, the way characters are lit in unusual ways helped to create a certain mood that i personally prefer than an “accurate” and “realistic” attempt.
            I could totally change my mind after actually playing with this Mod though.

            @ “Nice edits! I’m keeping this image because we still need to re-revise that room 😛”

            I’m glad you liked it. 🙂

            @ “Well… we’ve done hundreds of small edits I’m sure nobody will never notice it XD”

            I can only imagine..
            No wait, not even that. You guys are nuts.

            @ “It’s a shame that effect is broken… I really loved it and I was amazed looking at that effect while playing REmake, RE0 and RE4 on the Gamecube.”
            It really is.. no chances of somehow keep it optional, right?

            Thanks again to both of you anyway, you guy are as awesome as this project and site.

          • albert says:

            @ Well, if it’s not the broken filter it has to be intentional.. it’s likely that they’ve done this to differenciate some areas, i mean it’s like 80% yellow and 20% white in the village, more or less?
            In my opinion it’s not a bad thing to have a rich and diverse looking game, room by room, but i’ve read that you wanted to make everything as coherent as possible and i understand that.

            Yes, I’d like to uniformize some things because They look like uncoherences to my eyes when I don’t find logical or artistical explanations. For example, there are lots of lit zones with no light sources at all but they are obvious tricks to make certain portions of the area more visible for the player.

            @ You are right, it was the filter. I’m sorry, i was referering to pictures like this (though in the original candels aren’t even lit)
            http://www.re4hd.com/wp-content/gallery2/0122-preparing-castle-i/VR_04b.jpg
            Or this
            http://www.re4hd.com/wp-content/gallery2/0122-preparing-castle-i/VR_03b.jpg
            But yeah, it’s totally the filter. Can’t stop thinking that candels light could be a warmer though, more considering how the game appear now more cold than before. Gimme some warm somewhere. asd

            Hehe. There are several edits in this room. I removed the broken reddish filter (that’s the only reason this particulr area looks cooler, but that’s the way it looks in GC/Wii) But also I fixed the terrible overexposition (by toning down just a pair of lights intensity, not the entire room lighting, and no colour changes were made) and maybe this generates the impression the room looks even more cool.
            But remember we’ll include a gradient file that emulates the UHD wrong warm tone! 🙂

            @ That’s awesome! I didn’t even tought this was possibile!

            Yes, by adding a simple 3D mesh in the floor with a shadow texture. Just like the 100% of the stage shadows of this game. They all are just 3D meshes using black textures and opacity channels located over walls and floors.

            @ It really is.. no chances of somehow keep it optional, right?

            The only way is sharing an alternative pack with different effects.
            These effects are not a global setting. They are inside every room udas file. What’s more, every single fire has it’s own bloom effect configuration. So, I editer fire by fire, light by light, every one of those bloom effects.

          • Vick S. Bateman says:

            Just want to add one last thing, i took enough of your really precious time already.

            @ “I only see a weird and unfortunate choice of lighting on character’s models 🙁”

            While i can see that, and since i don’t know if correct light sources are more expensive in term of resources, in a way it’s like remove the original cinematography of the game for a realistic but still limited new one. It’s already been discussed, really, but like in movies, you lit the characters to make them appear “better” or at least in a certain way, room by room, shot by shot by adding multiple artificial light sources.. to highlight some part of the model, or for whatever purpose, and it’s something that has to be done with alot of competence by who’s been hired to do that.. the fact that they deliberately changed Leon appearence on every room could mean something that’s not necessarily hardware related.. or not?

          • Jonnyb0t says:

            Re: the path through the woods…

            http://www.re4hd.com/wp-content/gallery2/0130-back-to-the-village-viii/V-VIII-P.jpg

            I agree that lighting on left (original) feels much, much better. My thoughts are that the warm light shining behind Leon and Ashley registers ‘safety’ in a way – the player sees a dark path in front of them, and the only way forward is away from the ‘warmth’ of the area behind into the darkness ahead.

            On the right, it almost seems the moon is shining down on them (which I believe should be ‘incorrect’ considering the clouds overhead).

            I prefer to think of RE4 as an action-oriented horror film with several ‘scenes,’ many of them deliberately using cinematographic techniques to evoke mood and atmosphere rather than a fully-realized world with consistent lighting.

            Great discussion!

          • Vick S. Bateman says:

            @ Yes, I’d like to uniformize some things because They look like uncoherences to my eyes when I don’t find logical or artistical explanations. For example, there are lots of lit zones with no light sources at all but they are obvious tricks to make certain portions of the area more visible for the player.

            As long as you keep those “tricks” whenever possible i don’t think there are reasons to complain. 😉

            @ But also I fixed the terrible overexposition (by toning down just a pair of lights intensity, not the entire room lighting, and no colour changes were made)

            Perfect.

            @ Yes, by adding a simple 3D mesh in the floor with a shadow texture. Just like the 100% of the stage shadows of this game. They all are just 3D meshes using black textures and opacity channels located over walls and floors.

            Yeah, i was referring to fact that you are going to actually add a massive shadow because of my feedback.. asd
            Because, while rare, i spotted some points in the Castle release where some added shadows or enhanced depth would help to achieve that “fake HBAO” look and avoid a bit sterile one.. but since this can’t be a neverending project and since there are big chances that after this mod’s release someone will find a way to implement correctly HBAO+ in the game, i don’t see reasons to discuss about this further atm.

            @ The only way is sharing an alternative pack with different effects.
            These effects are not a global setting. They are inside every room udas file. What’s more, every single fire has it’s own bloom effect configuration. So, I editer fire by fire, light by light, every one of those bloom effects.
            Insane, but exactly the level of care this project deserve. I just wish i could be there with you and a calibrated top tier panel and be like Glover in this gif while working on all those delicate fixes

            https://i.makeagif.com/media/10-27-2015/OV9m4H.gif

            XD

          • albert says:

            @ As long as you keep those “tricks” whenever possible i don’t think there are reasons to complain.
            Oh no! I won’t remove any light. The most we’ll do is to add the source (candle flames, for example) when the light is intense enough it makes you think: “where this light is coming from?”.
            And if the light is faint then there’s no need to be that “strict”.

            @ Yeah, i was referring to fact that you are going to actually add a massive shadow because of my feedback.. asd
            Because, while rare, i spotted some points in the Castle release where some added shadows or enhanced depth would help to achieve that “fake HBAO” look and avoid a bit sterile one.. but since this can’t be a neverending project and since there are big chances that after this mod’s release someone will find a way to implement correctly HBAO+ in the game, i don’t see reasons to discuss about this further atm.

            No worries, this particular case is easy.
            Don’t hesitate posting those points you think shadows would improve (substantially) the scene. I alreday have a pair in my list 😉
            No doubts HBAO+ would be great to see!

            https://i.makeagif.com/media/10-27-2015/OV9m4H.gif
            I exactly know how is he feeling XD

        • Adam XT says:

          That shadow you added isn’t even in the original I don’t get that. http://imgur.com/V7aktXY

          • albert says:

            The light coming from inside the hut is the reason of that shadow 😉

          • Adam XT says:

            I thought Vick S. Bateman added that shadow, in the screenshots you released its not there. I don’t care personally I just feel that he is nitpicking like crazy!

            I think its better that you’re changing the colours etc. so it’s more like the Gamecube version although I never noticed it was different. I am amazed by this mod its unreal. I would never had thought it would be possible to make all those 3D edits and add effects back in from the Gamecube version, some of which I never realised had been removed in the later versions.

            I never noticed the flashlight changed colours in certain areas, maybe give it a slight yellow tint so it’s somewhere in the middle?

        • Joe XYS says:

          Hi there,

          I think your points are very insightful, as I agree with them to a certain degree. I remember playing it on GC 12 years ago, and the awestruck feeling the entire visual package brought me. That’s why I also agree when some online critic pointed out that the UHD port didn’t entirely do RE4 justice because “the original GC port was the best it could look with acute artistic directions and a full understanding of both the TV at the time and GC’s capabilities”.

          For that reason, I’ve put quite some time into studying why the original GC version looked so stunning, atmospheric and memorable, as well as why all the following ports/remasters have failed to live up to that standard. Since I sold my GC and all games some years ago (a decision I regret until today), I could only refer to online archives and Dolphin emulator graphics. Then again, I don’t own a CRT TV anymore, so in many ways I could only rely on memories from a decade ago, which can result in quite some subjectivity.

          Anyway, here’s my conclusions in a nutshell:
          The GC version looked the best because:
          1. Just like the way you put it, lighting was the soul to GC version’s graphics. This was due to a full understanding to GC’s capabilities and limitations, and very artistic use of a synthesis of spot lighting, dynamic lighting, fake shadows, specular textures, hazing or blooming and some sort of aberration effect.

          2. Since modern hardware effects like HDR, motion blur and bokeh-based DOF didn’t exist for GC, minor tweaks to the lighting strength, ambient lights and blurring effects were very subtly applied by Mikami’s team in order to achieve similar effects and looks. And it hit me in the head that RE4 was never meant to look to “sharp” or “crispy”. If you search for some of the original GC version’s screenshots, you would notice that aside from limitations of SD resolution, a lot of stuff in the game were deliberately blurred (or lack of anti-aliasing) to enhance the visual experience. I think the most standout example of this is Leon’s character edges. The HD and UHD ports “brainlessly” upscaled the rendering resolution without updating these said effects, leaving Leon (notice the black lining at edges of his arms?) look too sharp and cartoonish (more cel-shading than realistic-shading) in HD.

          3. A plethora of similar issues drag the whole visual package down, including color correction issues, low contrast (for UHD original graphics), lack of specular/shiny surfaces (1.06 patch mostly fixed this problem for UHD, but PS3 and X360 HD versions still have this problem), lack of some dramatic lighting effects (when you notice that in certain rooms the character lighting is much more dramatic and vibrant than others. You can also see my screeshots for references. This could be an existing issue in the original GC version, but it’s much more noticeable in HD) and flat textures all around (which is why Albert and Cris have been tirelessly working for more than 3 years redoing all textures, and they have done wonders. ).

          4. In summary, it’s very difficult and tricky to remaster RE4 in HD properly, because where it matters the most could also be the subtlest (such as minor tweaks to lighting strength and which edges to blur or not, but thankfully Albert and Cris seem to have found ways to work on this in the game’s engine). I am definitely not saying that texture works aren’t important. On the contrast, more realistic and 3D textures provide a solid and essential basis for a proper remastering (as you can check out my screenshots to see the HD Project under better lighting provided with Reshade toolset), and it’s also the most time-consuming work. So again, Kudos to Albert and Cris.

          About your arguments on the color of lighting, I would agree to the point that the more subtle tweaks need to be applied in order to achieve the original vision by Mikami’s team. But I would also say that I totally appreciate Albert and Cris’ attempts in adjusting the lighting.

          Finally, I am glad to see so many people are as enthusiastic as me in this HD Project. Salute to you!

          See my steam screenshots here:
          http://steamcommunity.com/id/honorhorror/screenshots/?appid=254700

          • albert says:

            Thanks for this in depth analysis. It’s quite an interesting reading full of interesting debate points 🙂

            I saw your steam screenshots and I must say the new look is really appealing but there’s a problem withh all these filters: The overexposition. It kills the detail in the most illuminated areas. Maybe it can be tweaked in a way the contrast get the right values to preserve all the detail ¿?

            Also, I was curious about this and I tried to use reshade but the game won’t run after installing it. Maybe I’m missing something… :/

            And finally, I already said it somewhere else. You should set the brightness to the max. value. Any other lower setting make the whites to look grey. Actually, the max. value should be called “0” in this game (don’t worry, it won’t overexpose the most illuminated details. Any overexposition issue can’t be solved by reducing the brightness. it will just make the whites more grey…). I’m saiyng this because I noticed your “before” screenshots has a too low brightness setting (the default one, I guess)

            Greetings!

          • Vick S. Bateman says:

            @ Adam XT
            You are right, i am nitpicking like crazy. ^^
            And you’re also right that we’re so lucky (beyond lucky i would say) to have Cris and Albert behind this incredible project, but that’s exactly why i am niticking like crazy. This is toe-to-toe to be my favourite piece of media ever, and i rate the Village area (most “rooms” of it at least) as one of the best artistic delivery by man of all time, literally, mostly because of what it was able to make you feel with it’s aesthetics on such a limited hardware.
            This project is a once in a lifetime thing that will never happen again, to me it’s like Laserpacific restoring Jurassic Park with CG that match 100% the original 35mm presentation, or Capcom re-re-re-release Rebirth with re-rendered original backgrounds.. all things that will never happen but if i can provide my feedback to, in my opinion, “improve” some things on grail project, i will.
            You talk about nitpicking but just look at this site, everything about this project oozes love for precision and nitpicking minds.. that’s necessary if you’re an artist.
            Of course i can be in MY tunnel vision over some things and that’s why i thank you for having expressed your disagree and i encourage everyone who disagree with me to always do the same, as we’re all fans of this incredible game here.

            @ Joe XYS
            Oh my god, thank you for your post Joe, that’s all i can say really.

            Took quite some time but i’ve managed to have a proper comparison on the plasma. Look just like the GC version on the Trinitron. Just a bit less saturated maybe and it lacks some dynamic in the darkest areas, but feels really accurate to Arcade Cabinet and CRT feels in general.. bravo!

            While i would almost define this the most fetish version ever (in the most positive way i can think), i wouldìnt mind more sharpness and a bit less CA.. overall somewhere around 60% beetween your preset (100% when it comes to lightning highlights and with some tweaks around 40 to 10 of the greyscale) and the HD version with max brightness like Albert said.

            Anyway, thank you and PLEASE, post more often.

          • Adam XT says:

            @Vick S. Bateman
            I see where you’re coming from now and as you say artistically it’s amazing and technically too at the time. It’s my favourite game of all time I’m just thankful this is even happening. From my standpoint this mod has far exceeded my expectations especially with the latest post showing the improved gun models!

  23. Alvare says:

    Difficult to argue on this topic.
    Albert and Cris make everything more logical and physically accurate, not to mention, match the colors with the original gamecube version. They try all they can to make it look at it’s best. There’s simply no path in between a broken effect and a fixed one. I see no instance in which it sacrificed the aesthetical aspect of the game.

    I do truly believe the lights in the game were placed with intension of making everything look as good as possibly, not to look physically correct. Some artists place multiple point lights around a light source to create the illusion of light bouncing off surfaces you know. I’d do the same. Long story short, I hope everyone’s willing to understand the difficulty involved making these decisions from an game artists point of view.

  24. Pingback: Nuevas imagenes de Resident Evil 4 HD - TierraGamer

  25. metroidguy says:

    Amazing updates as always, if you ever have free time consider updating the progress summary and especially by the numbers, they’re really interesting to follow as well :p

  26. mofail says:

    Nice work as always well done. I really like the new doors especially the one with a face on it. I have recently attempted to mod that gate myself but it looks nothing like what you guys have achieved. Finally my steam/crapcom crappers purchase of re4 will become worthwhile again thanks to this incredible effort. My donation was 100% well deserved.

  27. kisamee says:

    the update become better each time white flashlight gives more realistic look to the game and look better http://www.re4hd.com/wp-content/gallery2/0130-back-to-the-village-viii/V-VIII-O2.jpg is beautiful

  28. Choco says:

    “I also made Leon’s flashlight light 100% white. It was yellowish but —correct me if I’m wrong— flashlights usually use Xenon or LED bulbs, which cast white light…”

    I want to correct you. When RE4 released most flashlights used normal light bulbs which were yellowish and very inefficient.

    • albert says:

      Hello! Here’s a previous Cris’ answer about this topic:

      “LED flashlights were introduced as far back as 2001, and xenon bulbs were around well before that and were the most common, especially for more “professional” use.”

      • Jonnyb0t says:

        While it may be accurate to the time period, RE4 is a film, not reality.

        I agree flashlight should be warm as originally depicted in GC/Wii versions. In the case of the flashlight being ‘white’ instead of yellow in some areas… well, keep that too. 🙂

        RE4’s individual scenes / rooms do not need to be consistent.

        • Suckable_Lemon says:

          The complaints about the flashlight are valid opinions, but I believe they are a minority among the rest of us who are satisfied with the change. I like the white flashlight and the colder look of the game. It makes it look more sinister and less B-movie campy.

  29. Mono says:

    I WANT A YELLOW FLASHLiGHT because led technologie was created by nazis ! no i really dont care i trust you for all the time you’ve spend tweaking and redone this game, i never can thank you enough for getting rid of the horrible symmetry on textures, lets nailed the island now and stuck our led flashlight in krauser foundation

  30. Frank Nitty says:

    Amazing work. Can’t wait to see what the finished product looks like

  31. The Good Umbrella says:

    Hey Mate! I appreciate all the hardwork you all do to optimize this game to its full potential. Looking all at the Textures, mapping errors optimization, improving of 3d models, using high poly, and especially the masterful ways of lighting effects to make it more realistic! I’m glad that some people like you still has the love for the game., I’m sure re4 fans also looks forward to this project and so do I. I look forward to playing re4 again with this monster like textures and graphics that you created. God speed and take care.

  32. Cris Without H says:

    Yes, majority of modern flashlights have white light, not yellow.
    But not all of them. And models made 10 years ago, like the one used in RE4, often have yellow lights. I do have a flashlight like that. Generally speaking, the smaller and weaker the flashlight, the bigger the chance it’s yellow and not white. I really think that the flashlight was yellow on purpose.
    So I’m not a fan of that change.
    Also, I think the chains on the doors in the El Gigante canyon are too dark, the original was brighter. As a result, the new texture seamlessly blends with the wooden door texture. The original just had this shine.
    I noticed that the green doors now suffer from that problem I once mentioned – it’s really visible that they are a reflections of each other.
    I think that the 1st revision of the face on the doors looks closer to the original, both in expression and in colour.

    • Cris says:

      I say this with the understanding that Albert will be trying a slightly warmer light (meaning I’m not defending a 100% white light here — I’m just responding to the specific info you mention in your post). All the research I’ve done re: the kinds of flashlights in use by professionals (for example, law enforcement officers, swat teams, etc.) in the 2002-2004 timeframe tells me that their equipment would have used xenon bulbs (LED was available but not as widely adopted). If you have any data or information saying otherwise or providing further clarity, please let me know!

      I agree with you that the chains need to be brighter like in the original – specifically for gameplay purposes.

      Regarding the face door, I disagree re: the color. The color now matches the original GCN / Wii version since the reddish/warm tint error has been removed (as mentioned elsewhere this was an error introduced in the HD ports of the game).

      • Cris Without H says:

        Well, there’s also a matter of expression on that face.
        I am unable to provide you with any documents regarding flashlights used by police officers and such, merely ones used by ordinary people. However, I thought that the goal here was to stay as close to the original as possible, not necessarily to be as realistic as possible. I suspect the flashlight is yellow in the game because developers mostly had flashlights like this or because it was an artistic decision to tint it yellow.

        • albert says:

          Yes, but things are usually not pure white or pure black.
          “Close to the original as possible” means we won’t change things for no reason. We change something because there’s a reason, or at least we are convinced there’s a reason.
          When I talk about unnecesary realism I think about -for example- lights that have no sense but have a clear aestethic purpose, so certain corners and areas doesn’t look too dark or completely black. The game is plenty of them and I’m keeping them all. Another example is all control panels textures and machinery that doesn’t exist in real life because their textures are a combination of other machines and panels (medical devices used as suveillance purposes come to my mind)
          But then we’ve got Leon’s back is illuminated with a yellowish light during night-time and his flashlight cast a light using the same colour a flame torch does. I wasn’t able to find any aesthetic or playability reason to keep something that looks wrong -to my eyes, of course.

          • Cris Without H says:

            Well, there are flashlights – in fact, I own a flashlight like this – that cast a yellowish light. You might just as well turn Leon’s hair darker, because such hair colour is uncommon. Not impossible, my hair is only a couple shades darker than that, but not impossible. Still, if you’ll want to change something to appear like others of its kind, you should also retexture Leon’s handgun – silver tint is reserved for the rich. And Ashley’s entire outfit, because I’ve never seen a teenage girl dressed like this. And Merchant’s blue flame, afterall, you can’t just produce a blue flame with no special equipment. Same goes for purple flame in some parts of the castle.
            Now you see why I’m so bothere by the flashlight? Colours and tints are EXTREMELY important for the game’s overall feeling – hell, I first played in the reddish PS3 version, but I’m not going to defend a glitch – but the flashlight was this way since the beginning and it should stay this way.

          • albert says:

            Bad mapped models, inverted normals, pop in light issues, missing effects, missing lights, missing and distorted polygons and hundreds of leftovers and inaccuracies were also this way since the beginning 😉

  33. georgelincolnrockwell says:

    I don’t care what anyone say, I like the white flashlight better. Keep it.

    • sean says:

      I like the white light too, because it feels more natural IMO. When I played the original Gamecube version years ago, I never even realized Leon had a flashlight (its barely noticable) but in the official HD remake the lighting is all messed up in many different ways. Leons back is often lit up when it should not be, and the flashlight has problems.

      The changes in this version, the lighting is fixed and improved, much for the better! And the creators Cris and Albert are doing a great job.

      This one thing, the color of he flashlight, is not a big problem. As long as the light is not green or blue, the tone of white vs yellow is a tiny little detail, and there is always the ability to give us the option using filters.

      Personally, I think the white flashlight looks better. The ywllow looks more like sunlight or torch light. The white looks more like moonlight, which makes sense in the context of this game. The white light creates contrast that adds to the creepy vibe. The warmer yellow dulls the contrast, and takes away from the “moonlight” effect while also having no difference from normal torchlight.

      • albert says:

        Thank you all for your thoughts. It’s helping me a lot to see things with a little more perspective!

        Also, I’d like to make clear PC UHD version and Gamecube version share the exact same lighting in every way, all issues are present in Gamecube/Wii versions of the game (pop in issues, missing and bad located lights, lights possition on characters, etc…). The only difference is the reddish tone in 50-75% of the rooms.

        And completelly agree about the yellow thing. I thought sometimes : “Where’s the fire this yellow light is coming from?? Oh wait… it’s Leon’s flashlight” XD

        But I’ll try a 50-50 result (that will tend to white, so I’d say it will be more a 80-20 XD) that will try to satisfy the vast majority.

        • sean says:

          PC UHD version and Gamecube version share the exact same lighting in every way

          Yes but it was less noticeable back then when I played in standard definition 🙂

  34. Guilherme says:

    Hey guys, great work! The new lightning is just amazing.

    One thing, though: the new textures on the gate Ashley’s climbing seem to be a little out of place (too much contrast, maybe?), the first revision was better, IMO.

    Cheers!

    • albert says:

      Hello! And thank you for the commnet and the feedback 🙂
      The new revision was made to make it closer to the original. (And partially because of another feedback we received!)
      The first revision was too clean but now the texture matches much more the original one. It’s more clear when you see the texture in Photoshop and it’s also better in motion. In fact, screenshots are sometimes dangerous because a lot is lost because of the motionless nature of comparison shots.

  35. Alvare says:

    Lmao, not taking this personally but this whole thread blew up. Comments are all over the place especially since you guys keep multi quoting eachothers full sentences. Oh do I not like to be in Albert and Cris’ shoes right now. Guess it got from little nit picks to every single person coming up with something now.

    But you know what’s funny? First people complain about surfaces looking too clean and that they should look old and worn. And then when they look exactly like the original, which is where it’s all about, people still complain. It’s starting to look like they’ll never satisfy all people or they’d have to make multiple batch files for you.

    In the picture of the path to Mendez, it looks like sh!t on the left. Look at the shadows from the tree trunks, and then look back at how Leon is lit originally. I’m sorry to say this, but let me be really honest here, some people’s opinions on the lighting and texture are going to get ignored regardless. I’m just saying you should have more trust in Albert and Cris. Look at how far they’ve come. They don’t need to proof themselves to anyone anymore.

    • albert says:

      @ they’d have to make multiple batch files for you.
      No way!

      @ Look at the shadows from the tree trunks.
      Not sure if this was irony, but this black blob is Leon’s shadow. So, I guess it’s even worse XD

      Thanks again for your faith and support! 😀

      • Alvare says:

        My apologies if I came off as a bit rude. I guess it is how I feel about all this. Luckily I’m not in charge of the project. Besides, I had a really shitty day when I wrote that. Wonder if you could tell. xD

        Lol alright, no multiple batch files then. You are most likely to make options in a single batch file then? There’s no way I’m liking the color edits! Give me back those warm tints and broken effects! And I want back the low poly Ganados!

        • albert says:

          Oh there is an option for this! It’s called “uninstall” XD
          Jokes aside, I already posted it several times but just in case someone didn’t read it: We’ll include a colour filter that emulates that broken warm tint we are removing.

          • Alvare says:

            Hehe, of course I like every alteration you make to the game. You have a true eye for detail and aesthetics.

            Can’t wait when you guys manage to put in the high poly faces from the cutscenes.

  36. kaludio says:

    i got to say that i absolutely love this revision. It addresses all of my nitpicks from the village update. The only thing that keeps me awake at night is not knowing if the daylight version of the village room got the same lighting tweaking since they looks absolutely amazing, especially the invisible light sources that follow Leon and Ashley everywhere xD also i love how all 3D meshes are affected by light sources in the new revision

  37. kaludio says:

    I’ve also would like to give my two cent on the flash light discussion. I think that tone shown in the pictures is perfect, plus it gives a contrast from all the other warm light sources in the game. It is a great Enchantment of the base game

  38. MAGG says:

    ¡Un comentario en español salvaje aparecio!
    Definitivamente prefiero las ediciones de luz. He jugado RE4 mas de 50 veces (en serio), y los detalles que antes parecian atmosfera, cada vez se notan mas como errores (por ejemplo, cuando una textura parece sucia pero en realidad era estirada y pixeleada, o cuando la luz es obviamente incorrecta). Me parecen buenos cambios los que han hecho. Es imposible complacer a todos, asi que lo mejor es que sigan principalmente sus instintos ¡ Saludos!

    • albert says:

      Bienvenido sea el comentario en español! Tardo 20 veces menos en contestar haha
      Gracias por el mensaje y apoyo! Así intentamos hacerlo 🙂 Aunque a veces los instintos pueden fallar, por eso nos gusta leer las opiniones de todo el mundo. Aunque de momento no me han convencido de que esas luces amarillas sirvan de algo hehe
      Saludos!

  39. naxeras says:

    Madre mía el curro que tiene todo esto deja en pañales a el trabajo de “remasterización” de cualquier compañía, simplemente es increíble el amor que tienes del juego para hacer algo así y mejorar conservando la idea original cada especto del juego.

    Ya no sólo el trabajo de redibujar texturas y mejorar modelos es que encima codificar todo lo de la iluminación y demás vaya curro de ingenieria inversa.

    Deseando que acabes para revistar el juego.

  40. Jerry says:

    This looks amazing! I really don’t mind the flashlight being adjusted to cast a white light. Keep up the good work! 🙂

  41. cikame says:

    I don’t mind the white flashlight, i guess it depends on what kind of light you think a government agent would be equipped with 13 years ago, or maybe he picked up a cheap one from the airport.

  42. Alysson M. Dias says:

    It’s possible to do this? (Screenshot 11, V-VIII-K) Side-by-side: http://imgur.com/vuMgLOn
    Visual representation: http://imgur.com/XEfHgzZ
    To me, feels like the ground is in a completely different dimension from the gate and the illumination/lightning simply doesn’t match, happens the same thing in the 7th screenshot and is much more perceptive (V-VIII-G), if i’m not mistaken, some people even commented about this one above.
    I love the project btw, love what u guys are doing, great job and keep up the nice work!

    • albert says:

      Hello Alysson!
      Thank you for sharing your thoughts!
      We’ll keep this image but I’d say the difference is too subtle this time. This kind of “lighting discrepancies” is everywhere in the game. If we improve this one we’d feel the need of doing this with the entire game and it would take years for sure…
      But these little details are more noticeable (at least from my point of view) when you look at them in static images. It’s always better to see it in motion 🙂
      Greetings!

  43. therealest says:

    Everything looks phenomenal. 10/10.
    Some edits to consider:
    1. http://www.re4hd.com/wp-content/gallery2/0130-back-to-the-village-viii/V-VIII-I.jpg The wood tips look like pencils. http://michellerobinson.co.uk/wp-content/uploads/2012/08/PencilTips1.jpeg If you can, you might want to disregard the original and go with another style of texture.

    2. http://www.re4hd.com/wp-content/gallery2/0130-back-to-the-village-viii/V-VIII-J.jpg If there is any way you can make the chains look shiny but rusty at the same time, you might want to consider it. The original was made to look glowing, so it would stand out as something to interact with. It’s up to you. Maybe just use a different colorway, like maybe a bit more silvery, so it doesn’t blend with the wood so much, right now it is a bit too brown.

    3. http://www.re4hd.com/wp-content/gallery2/0130-back-to-the-village-viii/V-VIII-K.jpg What’s up with the one handle? Does Leon use it when he opens the door? I know you do stuff for a reason, so I was curious.

    • albert says:

      Hehe you are right
      The “pencil effect” can be fixed by a simple texture editing
      The brighter chains is already in the list. It’s strange because, as I mentioned, I didn’t edit other than the chains model. Now it’s hi-poly and rounded but somehow this edit also made the entire thing to look darker only because of its geometry. I guess a lighter coloured texture would be enough

      About the double door. It was a trick to somehow break the symmetry. There are pairs of double doors only one of them have a handle, or maybe one is broken… there are several possible explanations.
      The problem of the original was there are 2 keyholes.
      And we are systematically adding door knobs and handles to all the doors of the game (when possible) because… well… a door with no handle is quite hard to open and close XD

      Thansk again for the comments!

      • sean says:

        #1 I agree, the wood does look like pencil tips lol, although probably not noticeable when playing

        #2 many people have commented on the glowing chains, I really dislike the glowing chains, I think its unnecessary and cheesy. Most people have played the game enough to know how it works, and even if somebody is playing for the first time I think they can still figure it out (isnt half the fun of playing a game figuring out puzzles) the glowing effect on objects was fine 20 years ago, but its not as necessary with todays standards of graphics (just my opinion) so I hope the glowing effect does not become too bright 😉

        #3 everything else is great!

        • sean says:

          same for any locks on doors, if somebody gets past the first stage then they are aware that certain doors require shooting/knifing to get through them

        • therealest says:

          My point was about making the chains a bit more silvery and not so brown to the point that it blends in with the wood of the door. I mentioned the glowing look simply for reference. I agree that literally making them glow would be strange.

          • sean says:

            maybe, but other people have also mentioned the same thing (see jonnybOts post above) I just hope albert/cris dont make it “too” shiny is all

      • therealest says:

        Hey Albert. With the chains I meant that they are too brown and match the color of the wood. I don’t think it’s a matter of making them lighter or making them glow, as much as it’s about making them more silver. Silver has a natural shine effect (it’s basically a gradient of grey, white, and dark grey), so adding a bit more silver to the already rusty chains [getting a new texture completely?] may fix it.

        As for the door, I figured it may be a push in, or simply not have handles; that might honor the original, because I think in some scenes doors were push ins. Everything looks great regardless.

        Also, this is off topic but I was checking and I saw I didn’t word myself how I wanted to before. In your last update with the light puzzle, I was saying that the finished light symbol would look good with golden white light or pure white light, but the pure white light would make it stand out more because it would look different from the candles. I just wanted to clarify.

        At any rate, you and cris are doing god’s work.

  44. Eu So br porra says:

    Como fasso para baixar algum br ae me responde ‘—–‘

  45. Bernardo says:

    How do I download this mod?

  46. Soul Reaper says:

    Bitorrez’s scenario seems less hazy than the original (I mean the outside), but apart from that, everything seems perfect. You guys are awesome! 😀

  47. E.P.D. Gaffney. says:

    If I had a vote, I’d vote for the yellow torch/flashlight. Not the end of the world if it’s white, but I prefer it yellow. That aside, this is sort of a milestone, being done with the village. Your dedication over the course of years is astounding and I’m grateful for it.

  48. none says:

    Hello,

    Any date for this 3D edits release?

    Thanks

    • Cris says:

      Hello! No dates set yet for any future releases. The focus right now is on continuing to make progress as effectively as possible. Thank you!

  49. chaoxian2006 says:

    so great job! Re4 is my irreplaceable classics,I love it! I love you!But donation is not convenient in china because of the block,so Im so sorry for the lack of practical support to this program,so ashame

  50. Alan Cristopher says:

    your job had to be noticed by capcom for her to take shame on her face and make really good remasters like yours. Here in brazil many youtubers have already divulged and liked your work very much, I am one that use these pack well made by you, like lover of this game could not stop to use. Continue with this work even if it is complicated, because this is undoubtedly the best graphics mod already made for RE4.

  51. José Manuel Alcauza Montero says:

    Hola,
    me encanta el trabajo que estas haciendo, pero te quería hacer una pregunta, como puedo bajar por ejemplo, esta update para la village, o cualquiera de los otros modos que has subido como el de “Weapon and Mercenaries”, espero que puedas ayudarme.
    Gracias de antemano y un saludo.

    • albert says:

      Hola!
      De momento solo mostramos los avances en forma de imagenes y videos pero no está disponible para descargar.

      Cada “x” tiempo anunciamos un pack nuevo como ya hicimos con el Pueblo y el Castillo
      http://www.re4hd.com/?page_id=4732
      Ten en cuenta que el pack del Pueblo no incluye los cambios 3D y de iluminación que hemos ido mostrando últimamente ni las últimas actualizaciones en cuanto a texturas se refiere. Así que lo que verás con este pack dista bastante de la calidad que tendrá al final.
      En cambio, el pack del Castillo se aproxima más a lo que será el “producto final” ya que incluye innumerables cambios 3D, de iluminación y de efectos.

      Nos gustaría poder difundir packs más a menudo pero eso implicaría un considerable retraso en cuanto al progreso del proyecto en sí…
      Saludos y gracias por tu paciencia!

  52. Theus says:

    Anyone know how to install the mod I was able to download but I do not know how to install

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